Some of the range available weapons. The weight has been converted to lbs
SMGs (except snub), Assault, combat and sniper weapons, energy weapons (other than laser), Gauss weapons, grenades and missiles are all military weapons. Standard, safety and frangible are the only civilian ammunition. All accessories are available to civilians. Ranges shown are the short range for the weapon.
Only Frangible ammo and only weapons without +AP value can be used in a space ship (no energy weapons)
(M) items are Military only and (P) are illegal on most planets (G) under consideration
2H* - these guns can be fired 1Handed but at -2 to hit.
1 these weapons suffer -1 damage per dice in smoke/mist.
EMP weapons do damage only to electrical devices and robots brains. They do not do physical damage but anything receiving more than 1 wound
is useless until replaced. For example, in a robot all skills and edges are lost. Neither ballistic or melee armor protects against this damage
Missile Launchers
Semi-Auto: May Double Tap.
Double Taps & Three Round Bursts: A character with a semi-automatic weapon (such as a Colt .45, an M1 Carbine, or even an M-16) can fi re two shots in one action by “double-tapping.” Double tapping is a single Shooting roll that gives the user +1 to hit and damage but expends two rounds of ammunition.
Many modern automatic weapons, such as the M16A2, have a selector switch that allows the user to go from single shot, to burst fire, to fully-automatic as a free action. Burst fire, or three-round bursts, gives the user +2 to hit and damage, and uses exactly three rounds of ammunition.
Auto: Fully Automatic or Single Shot.
B or 3RB: Has a 3-round burst selector. Burst fire, or three-round bursts, gives the user +2 to hit and damage, and uses exactly three rounds of ammunition.
All weapons malfunction on a skill roll of 1. A malfunction will require repairs, this can be tried once during combat and if it fails then the malfunction requires a workshop.
A critical failure (two 1s) will indicate a severe malfunction, ie ballistic weapon will inflict 1/2 damage to a small template, an energy weapon will exploded and inflict normal damage over a medium template by default. PGMP and FGMP will explode over a large template.
Vehicular Flamethrowers: Military organizations often have flamethrowers with much longer ranges. The flame fired from a British Crocodile, for example, has a range of about 70 yards (35”). The flame must be arced to reach these distances however, so a character may choose to use a Small Burst Template instead of the Cone Template when using such weapons. The center of the template may be placed up to the maximum range of the particular flamethrower, as listed in its notes. This is treated just like any other area effect attack, though targets still get a chance to dodge out.
Ammunition is uncommon when the tech lvl of the weapon is the same as the planet. It is rare when the weapon's tech lvl is 1 greater than the planet and very rare when it is 3 greater than the planet. see the rules for finding stuff and shopping Trading.
Also will fit into any weapon that is the same or greater tech lvl than the weapon( ie explosive ammo will fit a tech 10, 13, or 15 ACR. but not a tech 8 desert eagle)
Nearly all of the following are in the basic book in one form or another. You only need to adjust for higher TL versions.
1. SS and SA only. Movement in the turn negates the effect of this item.
T. Top mounted
U. Under barrel mounted
B. Barrel attachment
G. Ram Launch launches an air burst or ground burst grenade. An unsuccessful attack with a ram grenade travels 2d6 extra in the new direction (d3)
Pistols may have 1 T or 1 B ( barrel attachments add -1 to hit and cannot be quickdrawn)
Longarms may have 1 T + 1 B + 1 U
Smgs may have 1 T, 1 B, or 1 U
Common Melee weapons
Bayonets take an action to fit. They only fit to military long arms (rifles, assault weapons, shot guns etc) and shooting while one is fitted receives a +2 penalty for a single shot
and +4 for burst .
At Tech level 12 monofiliment blades may be available for some weapons and add +1 to the damage. Cost +50%.
At Tech level 14 vibro blades may be available for some weapons and add +2 to the damage +1 AP. Cost +100%